Gaming machine

The integration of target preview and corresponding effects in gaming machines addresses the lack of engaging preview effects, improving player interest through anticipation and prediction of events.

JP2026083385APending Publication Date: 2026-05-19SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2026-03-13
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging preview effects that enhance player interest during gameplay.

Method used

Incorporating a target preview effect that announces the occurrence of a target event before it happens, accompanied by a corresponding effect that aligns with the event's timing, and suggestive effects indicating potential outcomes.

Benefits of technology

Enhances gameplay engagement by providing players with anticipation and prediction of upcoming events, increasing player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026083385000001_ABST
    Figure 2026083385000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that can enhance the enjoyment of the game by utilizing pre-announcement effects. [Solution] A gaming machine characterized in that it is possible to execute the following as part of the performance during the variation of multiple decorative patterns from the time they start to change until they stop in a manner corresponding to the result of the win / loss lottery: a target announcement performance that foreshadows the occurrence of a target event in the variation performance before the target event occurs, and a corresponding performance that is suggested to occur before the target event occurs and is executed in accordance with the timing of the occurrence of the target event.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] A gaming machine capable of executing a preview effect that previews the occurrence of a predetermined event is known (see, for example, Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the interest of the game by using a preview effect.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes, as an effect during variation that constitutes an effect during variation from when a plurality of types of decorative symbols start to vary until they stop in a manner corresponding to the winning or losing lottery result, a target preview effect that previews the occurrence of a target event in the effect during variation before the target event occurs, and a corresponding effect that is suggested to occur before the target event occurs and occurs in accordance with the occurrence timing of the target event. It is characterized in that it is possible to execute.

Effects of the Invention

[0006] According to the present invention, it is possible to improve the interest of the game by using a preview effect.

Brief Description of the Drawings

[0007] [Figure 1] Front view of the gaming machine according to this embodiment. [Figure 2] It is a figure which showed the decorative pattern and the hold pattern displayed on the display area. [Figure 3] It is a figure for explaining the game state (transition of the game state). [Figure 4] It is a figure for explaining the state of the hold pattern. [Figure 5] It is a figure which showed an example of the target notice effect and the corresponding effect. [Figure 6] It is a figure (continuation of FIG. 5) which showed an example of the target notice effect and the corresponding effect. [Figure 7] It is a figure for explaining Specific Example 1-1. [Figure 8] It is a figure for explaining Specific Example 1-2. [Figure 9] It is a figure for explaining Specific Example 1-3. [Figure 10] It is a figure (continuation of FIG. 9) for explaining Specific Example 1-3. [Figure 11] It is a figure for explaining Specific Example 1-4. [Figure 12] It is a figure for explaining Specific Example 1-5. [Figure 13] It is a figure for explaining Specific Example 1-6. [Figure 14] It is a figure for explaining the stage image (each stage of the progress effect). [Figure 15] It is a figure which showed an example of the progress effect whose third stage is the final stage. [Figure 16] It is a figure which showed an example of the progress effect whose second stage is the final stage. [Figure 17] It is a figure which showed an example of the progress effect whose first stage is the final stage. [Figure 18] It is a figure for explaining Specific Example 2-1. [[ID=5s3]] [Figure 19] (a) is for explaining Specific Example 2-2, and (b) is for explaining Specific Example 2-3. [Figure 20] It is a figure for explaining Specific Example 2-4. [Figure 21] It is a diagram for explaining Specific Examples 2-6. [Figure 22] It is a diagram for explaining the normal mode and the specific mode. [Figure 23] It is a diagram for explaining Specific Example 3-1. [Figure 24] It is a diagram for explaining Specific Example 3-2. [Figure 25] It is a diagram for explaining Specific Example 3-3. [Figure 26] It is a diagram for explaining Specific Example 3-4. [Figure 27] It is a diagram for explaining Specific Example 3-5. [Figure 28] It is a diagram for explaining Specific Example 3-6.

Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, when referring to an image, it includes not only a still image but also a moving image. Also, unless otherwise specified, the following description is based on the premise that the player performs a game as instructed (the player performs a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that the sensor provided in the ○○ has detected the game ball that has entered.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding the game ball launched by the operation of a launching device 908 (launching handle) to the game area 902 is provided in a substantially arc shape.

[0010] The game area 902 includes a main display device 91, a starting area 904, a big prize area 906, an out opening 907, and the like. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that change the way the game balls flow when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.

[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.

[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.

[0013] The jackpot lottery is performed by a win / loss lottery means provided on a control board (control circuit) not shown, triggered by the entry of a game ball into the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / loss lottery information) is obtained from a random number source, and if this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. Hereinafter, the win / loss lottery based on the first win / loss lottery information obtained when a game ball enters the first starting area 904a may be referred to as the first win / loss lottery (Special Figure 1 lottery), and the win / loss lottery based on the second win / loss lottery information obtained when a game ball enters the second starting area 904b may be referred to as the second win / loss lottery (Special Figure 2 lottery).

[0014] In this embodiment, notification of the winning or losing lottery results begins in the order in which the numerical values ​​are acquired. However, if there is still winning or losing lottery information for which notification of the winning or losing results has not yet been completed, the newly acquired winning or losing lottery information is stored as pending information (more precisely, pre-change pending information, which will be described later) in a storage means provided on a control board (not shown).

[0015] In this embodiment, the reserved symbols 70 include a reserved symbol 71 that corresponds to a winning / losing lottery information (hereinafter sometimes referred to as "reserved information during reel spinning") where the reel spinning animation that notifies the winning / losing result (the animation from the start of the reel spinning of the decorative symbols 80 (group of decorative symbols 80g) until it completely stops with a combination indicating the winning / losing result, so-called animation for one reel spin; hereinafter sometimes simply referred to as "reel spinning") has started, but the notification of the winning / losing result has not been completed, and a reserved symbol 72 that corresponds to a reserved symbol before reel spinning where the reel spinning animation that notifies the winning / losing result has not started (hereinafter sometimes referred to as "reserved information before reel spinning") (see Figure 2). Note that the reserved information during reel spinning (reserved symbol 71 during reel spinning) is not strictly included in the concept of "reserved," but since it is generally referred to as "the reserved information during reel spinning," etc., in this embodiment it is defined as being included in the concept of "reserved." In this embodiment, the reserve symbol 71 during the reel spin is displayed larger than the reserve symbol 72 before the reel spin, but the basic form of both is the same. The basic forms of the reserve symbol 71 during the reel spin and the reserve symbol 72 before the reel spin may be completely different. Alternatively, the reserve symbol 71 during the reel spin may not be displayed at all. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called reserve "consumption order") is faster for those located to the right.

[0016] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 72, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 72 may be displayed).

[0017] If both the first pre-reset information and the second pre-reset information are stored in the memory means, the win / loss lottery result based on the second pre-reset information (second win / loss lottery information) is reported preferentially. In other words, the gaming machine 1 according to this embodiment prioritizes the consumption of special feature 2.

[0018] In this embodiment, similar to known gaming machines, the result of the draw is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begins to move, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, when simply referred to as "stopped," it means completely stopped, and so-called pseudo-stopped states (states that appear to the player as stopped but are slightly shaking, etc.) are excluded). If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) becomes a predetermined winning combination (in this embodiment, three of the same type of decorative symbol 80). If it is a losing combination, it will be any other losing combination (other than the winning combination). In this embodiment, each decorative pattern 80 contains one of the numbers from "1" to "7" (except when in a specific mode which will be described in detail later). Decorative patterns 80 with the same number are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).

[0019] In this embodiment, when a winning combination of decorative symbols 80 containing odd numbers (decorative symbols 80 of "1", "3", "5", and "7") is displayed as a confirmed win (meaning the combination is shown when the reel stops moving), it is confirmed to be a special jackpot, as will be described in detail later. On the other hand, when a winning combination of decorative symbols 80 containing even numbers (decorative symbols 80 of "2", "4", and "6") is displayed as a confirmed win, it is not confirmed to be a special jackpot, and it may be a regular jackpot, as will be described in detail later. Specifically, if a winning combination of decorative symbols 80 containing even numbers is displayed, there is a possibility that an upgrade animation will occur during the subsequent jackpot game to announce that the jackpot won was a special jackpot, and if this upgrade animation does not occur, it is confirmed to be a regular jackpot. This type of upgrade animation is well known, and its content can be anything, so an explanation will be omitted. Since a special jackpot is more valuable to a player than a regular jackpot, it can be said that a winning combination of 80 decorative symbols including an odd number (a guaranteed special jackpot) is more advantageous to the player than a winning combination of 80 decorative symbols including an even number (there is a possibility of a regular jackpot).

[0020] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low (approximately 1 / 319 in this embodiment), and is a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high (approximately 1 / 50 in this embodiment), and is a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming for the first starting area 904a. In this embodiment, this is a state in which so-called "left-handed shooting" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first win / loss lottery. On the other hand, the special game state is a state in which the game ball should be launched aiming for the second starting area 904b. In this embodiment, this is the state in which so-called "right-handed shooting" should be performed. Therefore, the special game state can be said to be a game state in which the aim is to win a jackpot after the second win / loss lottery. The special game state is a state in which it is easy to win the lottery to open the second starting area 904b, which is triggered when the game ball enters the normal starting area 905, so the game ball enters the second starting area 904b relatively easily.

[0021] In this embodiment, there are two types of jackpots: a regular jackpot and a special jackpot. A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game ends. A special jackpot is a jackpot that transitions to the special game state after the jackpot game ends. A jackpot obtained by winning the first win / fail lottery is either a regular jackpot or a special jackpot. A jackpot obtained by winning the second win / fail lottery is a special jackpot. Except in special cases, such as winning a lottery based on the reserved information stored in the memory means immediately after transitioning to a new game state (the so-called lottery for remaining reserved items), the regular game state is a game state that aims to win the first win / fail lottery, so a jackpot obtained in the regular game state is either a regular jackpot or a special jackpot. The special game state is a game state that aims to win the second win / fail lottery, so a jackpot obtained in the special game state is a special jackpot.

[0022] Furthermore, the machine may be configured such that entering a designated area (V area) that opens up during a special jackpot game (V entry) is a condition for transitioning to a special game state after the special jackpot game ends (a so-called V-probability variation machine).

[0023] The special game state ends when the winning / losing lottery results are unsuccessful a predetermined number of times. When the special game state ends, the game returns to the normal game state. If a big win (special big win) is achieved before the predetermined number of consecutive losses occur after returning to the special game state, the game returns to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning the second winning / losing lottery before the predetermined number of consecutive losses occur after returning to the special game state. In this embodiment, the predetermined number of times (ST number) is set to 72 times.

[0024] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots (regular jackpots and special jackpots) are 10-round jackpots.

[0025] Hereinafter, the effects and the like (contents and controls of the effects) that can be executed by the gaming machine 1 according to the present embodiment will be described. Note that only a part of the effects and the like described below may be configured to be executable. Also, in some of the drawings for explaining the effects and the like, the display of the hold symbols 70 and the decorative symbols 80 may be omitted.

[0026] 2) Target preview effect and corresponding effect 2-1) Target preview effect In the gaming machine 1 according to the present embodiment, a target preview effect and a corresponding effect can occur as effects constituting the same in-play effect (variation) in the normal gaming state. However, it may be possible to occur as an effect constituting the in-play effect during the special gaming state.

[0027] The target preview effect is to announce that a target event will occur in the same variation before the target event occurs. In the present embodiment, the target event is that an ally character (indicated by attaching the character "mi" in the drawing), which is a character on the player's side, transforms into a predetermined form (see FIGS. 6(b) and 6(c)). The target event occurs only in some variations that satisfy a predetermined condition and does not occur every variation. Also, in the variation in which the target event occurs, the probability (big win reliability) that the win / loss lottery result is a big win is higher than in the variation in which the target event does not occur. That is, it can be said that the target event is a kind of so-called chance-up (effect). Also, the target event may occur even if the target preview effect does not occur beforehand. That is, it is not the case that it will not occur if the target preview effect is not executed in the same variation.

[0028] The target preview effect is such that an image (preview image 10) including a name suggesting the target event is displayed in the display area 911. The name suggesting the target event may be such that a player who has been playing continuously for a certain period of time can feel that it refers to the event. In the present embodiment, a preview image 10 including the character "transform" is displayed (see FIG. 5(b)).

[0029] The timing of the target announcement animation is sufficient as long as it occurs before the target event occurs. In this embodiment, the target announcement animation occurs immediately after or simultaneously with the start of the spin (see Figure 5(a)). Upon seeing this, the player can sense that the target event (transformation of an ally character) may occur during this spin.

[0030] 2-2) Corresponding effects and their candidate effects (suggestive effects) The corresponding animation occurs during the fluctuation in which the target event occurs, in accordance with the timing of the target event's occurrence (the corresponding animation is a separate animation from the occurrence of the target event). It is permissible for there to be a slight difference between the timing of the target event's occurrence and the timing of the corresponding animation's execution (start timing), as long as the player perceives that the corresponding animation is being executed at the same time as the target event. The corresponding animation can be any animation that suggests the likelihood of a jackpot. In this embodiment, the corresponding animation is a so-called reserve change animation in which the appearance of the reserve symbol 71 changes during the fluctuation.

[0031] As shown in Figure 4, the reserved symbol 70 has multiple special modes 70s, which are different from the normal mode 70n and suggest a higher probability of winning the corresponding draw than the normal mode 70n. In this embodiment, the special modes 70s include a first special mode 71s that is blue, a second special mode 72s that is green, a third special mode 73s that is red, and a fourth special mode 74s that is rainbow-colored (in the drawing, the color of each special mode 70s is indicated by text). The reliability of each special mode 70s increases in the order of the first special mode 71s, the second special mode 72s, the third special mode 73s, and the fourth special mode 74s (the first special mode 71s has the lowest reliability, and the fourth special mode 74s has the highest reliability). In this embodiment, if the fourth special mode 74s is selected, it is confirmed that the corresponding draw result will be a jackpot. The aforementioned corresponding effect is a change in the appearance of the reserved symbol 70, which increases the reliability of the effect.

[0032] During the same variation in which a specific event occurs, but before the specific event occurs (i.e., before the corresponding effect occurs), a suggestive effect is executed. The suggestive effect hints in advance at possible "candidates" (candidate effects) that may occur as the corresponding effect. In this embodiment, the suggestive effect shows in advance the "candidates" for the form of the retained symbol 71 during the variation after the change. For example, if the suggestive effect hints at three "candidates"—first special form 71s, second special form 72s, and third special form 73s—then a suggestive effect is executed that displays a first candidate image 151 including a part representing "blue" symbolizing the first special form 71s, a second candidate image 152 including a part representing "green" symbolizing the second special form 72s, and a third candidate image 153 including a part representing "red" symbolizing the third special form 73s (see Figures 5(c) to 6(b)). The number and combinations (patterns) of candidate images 15 may change each time the suggestive effect is executed, or they may remain the same each time. Although not shown in the illustration, a fourth candidate image corresponding to the fourth special embodiment 74s may be displayed.

[0033] In this embodiment, when the suggestion animation is being performed, these candidate images 15 are displayed separately from the reserved symbols 70. Each candidate image 15 may include an element that represents the form (special form 70s) of the corresponding changed reserved symbol 70 itself, but it is also provided to include an additional element. If it only contains an element that represents the special form 70s itself, there is a high risk of mistaking the candidate image 15 for the reserved symbol 70. In this embodiment, the candidate image 15 includes not only an element that represents the form of the changed reserved symbol 70 itself, but also an element that surrounds it, such as a case (box).

[0034] The suggestion effect is displayed in the display area 911 such that the multiple candidate images 15 are displaced over time. In this embodiment, the multiple candidate images 15 are arranged horizontally and displaced horizontally (see Figures 5(c) to 6(b)). In other words, the direction in which the multiple candidate images 15 are arranged and the direction in which they are displaced are approximately the same. Furthermore, the multiple candidate images 15 displace while maintaining their relative positional relationship with other candidate images 15. In this embodiment, the suggestion effect suggests candidates for the hold change effect that occurs as a corresponding effect (future forms of the hold symbol 71 during the change), so the candidate symbols are displayed in the vicinity of the hold symbol 70 (in this embodiment, the hold symbol 70 is displayed along the lower edge of the display area 911, so the candidate symbols are displayed in an area lower than the vertical center of the display area 911).

[0035] The outcome of the corresponding animation is predetermined, as it is determined in advance which of several candidate animations will occur. In other words, since the corresponding animation is a reserve change animation that changes the appearance of the reserve symbol 71 during the reel spin in a way that increases its reliability, the appearance of the reserve symbol 71 during the reel spin (hereinafter referred to as the changed appearance) is determined in advance internally (in a way that the player cannot see) based on whether the result of the win / loss lottery corresponding to the reserve symbol 71 during the reel spin will be a jackpot.

[0036] The suggestive presentation adjusts the displacement speed of candidate image 15 (hereinafter sometimes referred to as selected candidate image 15s) so that the candidate image 15 corresponding to the internally determined post-change form is positioned at a predetermined timing. For example, if the third special form 73s is the post-change form, the displacement speed of candidate image 15 is adjusted so that the third candidate image 153 is positioned at a predetermined timing. The predetermined timing is the timing at which the target event occurs, that is, in this embodiment, the timing at which the image of the ally character transforming is displayed (a slight discrepancy is acceptable as long as the player perceives it to be the same timing as when the specific event occurs) (see Figure 6(b)).

[0037] Furthermore, the predetermined position is near the revolving reserve symbol 71 (in this embodiment, above the revolving reserve symbol 71). In other words, the candidate image 15 located at the predetermined position is closer to the revolving reserve symbol 71 than to any of the pre-revolving reserve symbols 72 (see Figure 6(b)). The corresponding effect is a reserve change effect in which the appearance of the revolving reserve symbol 71 changes, so the selected candidate image 15s is made to be attached to the revolving reserve symbol 71 at a predetermined timing. That is, at a predetermined timing, one of the multiple candidate images 15 (the selected candidate image 15s) is made to be displayed in a position closer to the revolving reserve symbol 71 than to the other candidate images 15.

[0038] Furthermore, the predetermined position in this embodiment is also the position where the candidate image 15 overlaps the preview image 10. In other words, when the candidate image 15 is positioned at the predetermined position, at least a portion of the preview image 10 will be covered by the candidate image 15 positioned at that predetermined position (see Figure 6(b)). In other words, the preview image 10 also functions as an indicator of the predetermined position.

[0039] In the suggestive presentation of this embodiment, multiple candidate images 15 are displaced in order from those with the lowest reliability of their corresponding special mode 70s to those with the lowest reliability to reach a predetermined position. Just before a candidate image 15 reaches a predetermined position, a teaser presentation occurs that suggests that the displacement of the candidate image 15 may stop at that point (see Figures 5(d) and 6(a)). Various specific forms of this teaser presentation are conceivable. For example, the displacement speed of a certain candidate image 15 may decrease just before it reaches a predetermined position, or the candidate image 15 that is closest to the predetermined position may be made to stand out more than the other candidate images 15 (for example, the candidate image 15 that is closest to the predetermined position may be made to glow). Such a teaser presentation occurs once or multiple times, and when the selected candidate image 15s reaches a predetermined position, the displacement of the candidate image 15 ends (i.e., the suggestive presentation ends).

[0040] The target event occurs when the candidate image 15s reaches a predetermined position. In this embodiment, an image of the ally character transforming is displayed in the display area 911. At the same time, the variable reserve symbol 71 changes to a special form 70s corresponding to the candidate image 15s. For example, if it is internally determined in advance that the third special form 73s will be the changed form, the third candidate image 153 is displayed at a predetermined position at a predetermined timing (see Figure 6(b)), and a reserve change effect occurs as a corresponding effect in which the variable reserve symbol 71 changes to the third special form 73s (see Figure 6(c)). This reserve change effect is designed to emphasize that it occurred as a result of the candidate image 15s stopping at a predetermined position. In this embodiment, a part of the candidate image 15s (an element representing the "color" of the changed reserve) is displaced toward the variable reserve symbol 71, and the candidate image 15s is displayed as if it has become integrated with the variable reserve symbol 71, and then the form of the variable reserve symbol 71 changes in this reserve change effect.

[0041] In this embodiment, after the target event occurs, a super reach sequence is performed in which the transformed ally character and the enemy character fight (see Figure 6(d)). Although not shown, if the result of the draw is a jackpot, the ally character wins; if it is a miss, the ally character loses.

[0042] Thus, in this embodiment, when the occurrence of a target event is announced by a target announcement effect (display of announcement image 10), the target event will occur, and a corresponding effect will occur in accordance with the timing of the target event's occurrence, resulting in an engaging gameplay experience.

[0043] Furthermore, as in this embodiment, if a suggestion animation is executed that indicates multiple candidate animations that may occur as corresponding animations, the user can enjoy predicting in advance which of the multiple candidate animations will occur when the target event occurs.

[0044] In particular, in this embodiment, the candidate animation corresponding to the candidate image 15 located at a predetermined position at the timing of the occurrence of the target event will be executed as the corresponding animation. Therefore, you can enjoy predicting which candidate animation will be executed as the corresponding animation while anticipating the timing of the occurrence of the target event.

[0045] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned target preview effects and corresponding effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0046] 〇Specific Example 1-1 The target announcement animation is configured to show not only the target event but also the preceding events that occur before the target event. Specifically, the announcement image 10 includes a name that suggests the target event as well as a name that suggests the preceding events (see Figure 7(a)). In a variation in which the target announcement animation occurs, the target event will occur after the preceding events have occurred. It is preferable that the announcement image 10 includes an element that indicates that the preceding events occur before the target event. For example, by including an "arrow" that points from the name of the preceding event to the name of the target event, it is easy to understand that the preceding events occur before the target event. In a variation in which the target announcement animation is not performed, the configuration is such that the occurrence of a preceding event does not necessarily mean that the target event will occur. In other words, the prior events do not guarantee the occurrence of the target event, and it is possible for variations to occur in which prior events occur but the target event does not occur.

[0047] The pre-event can be any event that can occur before the target event. For example, if the target event is the transformation of an ally character as described in the above embodiment, and the configuration is such that the target event may occur after a reach is achieved, then a preview image 10 (see Figure 7(a)) including the names "Transformation" representing the target event and "Reach" representing the pre-event will be displayed. After the target preview animation, the achievement of the pre-event "Reach" occurs (see Figure 7(b)), and then the "Transformation" of the ally character, which is the target event, occurs (see Figure 7(c)). A corresponding animation also occurs in accordance with the timing of the target event's occurrence (see Figure 7(d)).

[0048] As in this example, the target announcement animation (announcement image 10) not only announces that the target event will occur, but also that a preliminary event will occur before it, making it easier to predict when the target event will occur. The timing of the target event is a factor that determines the content of the corresponding animation (the type of candidate animation to be performed as the corresponding animation), and is something that players should pay attention to. Since the preliminary event is announced before the target event occurs, after the preliminary event occurs, players can enjoy the animation knowing that the target event is imminent.

[0049] 〇Specific Examples 1-2 The target announcement animation is configured to show not only the target event but also the subsequent event that occurs after the target event. Specifically, the announcement image 10 includes a name that suggests the target event as well as a name that suggests the subsequent event (see Figure 8(a)). In a variation in which the target announcement animation occurs, the subsequent event will occur after the target event. It is preferable that the announcement image 10 includes an element that indicates that the subsequent event occurs after the target event. For example, by including an "arrow" that points from the name representing the target event to the name representing the subsequent event, it is easy to understand that the subsequent event occurs after the target event. In a variation in which the target announcement animation is not performed, the configuration is such that the occurrence of the target event does not necessarily mean that the subsequent event will occur. In other words, the target event does not guarantee the occurrence of the subsequent event, and it is possible for a variation to occur in which the target event occurs but the subsequent event does not occur.

[0050] A subsequent event can be any event that may occur after the target event. For example, if the target event is the transformation of an ally character as described in the above embodiment, and one of several types of super reach effects (SP) occurs after the target event, then the configuration is such that one of the several types of super reach effects may be shown as a subsequent event. That is, a preview image 10 is displayed that includes "transformation" representing the target event and a name representing one of the several types of super reach effects (for example, a name such as "○○SP") (see Figure 8(a)). After the target preview effect, the "transformation" of the ally character, which is the target event, occurs (see Figure 8(b)). The corresponding effect also occurs in accordance with the timing of the occurrence of the target event (see Figure 8(c)). After that, the super reach effect (the effect with the name "○○SP"), which is the subsequent event, occurs (see Figure 8(d)).

[0051] As in this example, the target announcement (announcement image 10) not only foreshadows the occurrence of the target event but also foreshadows subsequent events that will occur later, thus providing a gameplay experience where the player can know in advance what will happen after the target event occurs.

[0052] Specific Examples 1-3 The target preview animation (preview image 10) will show both the pre-event described in Specific Example 1-1 above and the post-event described in Specific Example 1-2 above. In other words, the events that will occur before and after the target event will occur in the variation in which the target preview animation occurs will be shown in advance. It is preferable that the preview image 10 includes elements that indicate that the pre-event will occur before the target event, and elements that indicate that the post-event will occur after the target event. For example, it is conceivable to include an "arrow" pointing from the pre-event to the post-event, and to display the target event between the pre-event and the post-event (see Figure 9(a)). After the target preview animation starts (see Figure 9(a)), the pre-event (see Figure 9(b)), the target event (see Figure 10(a)), and the post-event (see Figure 10(c)) will occur in the same variation in this order.

[0053] In this example, the preview image 10 can be seen as a sign installed at a "station" (a sign that includes the name of the station where the sign is installed, as well as the names of the stations before and after it) (see Figure 9(a)). Therefore, the suggestive effect should represent a "train". For example, the suggestive effect may be that a train, with candidate image 15 representing "cargo," is shown moving (see Figures 9(b) to 10(a)). Then, a corresponding effect of a type will occur depending on the candidate image 15 (selected candidate image 15s) (see Figure 10(a)) that is the "cargo" that is located in a predetermined position at the time the target event occurs (see Figure 10(b)). In this way, the target preview effect, in which the preview image 10 representing a "station" sign is displayed, and the suggestive effect, in which multiple candidate images 15 representing "trains" are displayed, become related and create an interesting presentation format.

[0054] 〇Specific Examples 1-4 The target event to be announced by the target announcement effect may change each time. That is, any one of a plurality of types of candidate events (a plurality of types of events that can occur during the variable performance) is to be the target event. Since the occurrence timing will be different according to the content of the target event, a gaming property is realized in which the timing at which the corresponding effect occurs also differs according to the content of the target event.

[0055] When adopting a configuration in which the pre-events and post-events as described in the above specific examples 1-1 to 1-3 are shown by the target announcement effect, the pre-events and post-events will also differ according to the event selected as the target event. Also, a configuration can be adopted in which a certain event may be shown as the target event or may be shown as a pre-event or a post-event. For example, in the case of a target announcement effect in which a preview image 10 showing a pre-event, a target event, and a post-event is displayed as in specific example 1-3, assume that four or more types of candidates that can be displayed as these events are provided. Assume that the timing of occurrence of these events is determined in terms of earlier or later in one fluctuation. For example, assume that five types, namely event A, event B, event C, event D, and event E, are candidates in order from the earliest possible occurrence timing (see Fig. 11(a)). In such a case, a preview image 10 in which "event A is the pre-event, event B is the target event, and event C is the post-event" (see Fig. 11(b-1)), a preview image 10 in which "event B is the pre-event, event C is the target event, and event D is the post-event" (see Fig. 11(b-2)), or a preview image 10 in which "event C is the pre-event, event D is the target event, and event E is the post-event" (see Fig. 11(b-3)) can be adopted as a form of the target announcement effect to be displayed.

[0056] 〇Specific example 1-5 In the above embodiment, the suggestion effect involves the displacement of multiple candidate images 15 over time, and a candidate effect corresponding to the candidate image 15 (selected candidate image 15s) located at a predetermined position at the timing of the occurrence of the target event occurs. However, a different configuration from the above embodiment is possible if the selection of one of the multiple candidate images 15 (which one became the selected candidate image 15s) is indicated in relation to the timing of the occurrence of the target event. For example, the following configuration is conceivable.

[0057] As a suggestive effect, multiple candidate images 15 are displayed that indicate possible candidate effects that may occur as corresponding effects (see Figure 12(a)). One of the multiple candidate images 15 is highlighted (made to stand out) more than the other candidate images 15. For example, when the cursor C is moved over one of the candidate images 15, that candidate image 15 is highlighted (see Figure 12(b)). In addition, it is possible to create a highlighted state by making one of the candidate images 15 brighter than the other candidate images 15, or by displaying one of the candidate images 15 in color while displaying the other candidate images 15 in monochrome.

[0058] During the suggestive presentation (before the target event occurs), the candidate image 15 designated as the highlighted state changes over time (see Figure 12(b)). Then, at the timing of the target event's occurrence, the candidate presentation corresponding to the highlighted candidate image 15 (see Figure 12(c)) occurs as the corresponding presentation (see Figure 12(d)). In other words, the cursor C stops at the timing of the target event's occurrence, and the candidate presentation that the cursor C is aligned to actually occurs as the corresponding presentation. If we consider the change in the highlighted candidate image 15 as a "roulette," then the presentation format becomes such that the timing of the roulette stopping corresponds to the timing of the target event's occurrence.

[0059] Specific Examples 1-6 Although the corresponding performance in the above embodiment is described as a different performance from the target event, it is assumed that the corresponding performance occurs in relation to the target event. For example, the target event is the overarching concept (higher-level concept) of multiple candidate performances, and the corresponding performance, which is one of the multiple candidate performances, is a concrete manifestation (lower-level concept) of the target event.

[0060] As in the embodiment described above, the target event is assumed to be the transformation of an ally character. There are three forms of transformation: a form in which the character transforms into a "blue" character, a form in which the character transforms into a "green" character, and a form in which the character transforms into a "red" character (Figure 13(c) shows the form in which the character transforms into a "red" character). When the target event occurs, it will be one of these forms. Each of these forms is set as a candidate animation, and one of them will actually occur as the corresponding animation. That is, three candidate images 15 are displayed, each corresponding to one of the three types: "Candidate animation 'blue'" for transforming into a "blue" character, "Candidate animation 'green'" for transforming into a "green" character, and "Candidate animation 'red'" for transforming into a "red" character (see Figure 13(a)). At the timing when the target event should occur, the character transforms into the form (color) corresponding to the selected candidate image 15s located at a predetermined position (see Figure 13(b)) (see Figure 13(c)). The probability of winning the jackpot varies depending on the color of the transformed character (the character's color is determined internally in advance based on the results of the draw).

[0061] 3) Progress production 3-1) Basic structure of the storytelling The gaming machine 1 according to this embodiment can execute a progression sequence as a sequence that constitutes a sequence of events during normal gameplay. However, the progression sequence may also be executed as a sequence of events during special gameplay.

[0062] The progression sequence is divided into multiple stages, and the probability of events favorable to the player occurring increases as the sequence progresses. In other words, it can be described as a step-up sequence, where the stages progress in stages. In this embodiment, it is divided into three stages: the first to the third stage. The state before progression to the first stage occurs is sometimes referred to as the initial stage (stage 0). The initial stage is a state in which the player does not know whether a progression sequence will occur or not.

[0063] Each stage of the progression sequence is associated with a unique presentation element (presentation pattern) that differs from the other stages. In this embodiment, each stage is associated with a different "color" than the other stages. The first stage is "blue," the second stage is "green," and the third stage is "red." A predetermined presentation image (stage image 20) is displayed at each stage of the progression sequence. In the first stage, a first stage image 21 that is blue (see Figure 14(a)) is displayed; in the second stage, a second stage image 22 that is green (see Figure 14(b)) is displayed; and in the third stage, a third stage image 23 that is red (see Figure 14(c)) is displayed. In other words, the color of the stage image 20 represents the color associated with each stage. In the drawings, the color of the stage image 20 is represented by text.

[0064] 3-2) Triggers for the progression of the story The progression animation is an animation that utilizes decorative symbols 80. As described above, in this embodiment, the result of the draw is announced by a combination (symbol combination) of three decorative symbols 80 (left decorative symbol 80L, right decorative symbol 80R, and middle decorative symbol 80C) selected from each of the multiple decorative symbol groups 80g (left decorative symbol group 80gL, right decorative symbol group 80gR, and middle decorative symbol group 80gC). In the progression animation, the stage may advance each time the variation of one decorative symbol group 80g stops or pseudo-stops and a decorative symbol 80 selected from that decorative symbol group 80g is shown. In other words, the showing of any of the left decorative symbol 80L, right decorative symbol 80R, and middle decorative symbol 80C is considered a trigger for the stage to advance. There are a total of three triggers for the stage to advance in one variation (hereinafter referred to as progression triggers). In this embodiment, only one stage may advance in each progression trigger. In other words, a single trigger for progression is defined as either one stage of progression occurring, or no stage progressing at all.

[0065] 3-3) Progression of the narrative When the progression sequence progresses, a stage image 20 corresponding to the next stage (after stepping up) is displayed. Specifically, when progressing from the initial stage to the first stage, the first stage image 21 (blue) is displayed; when progressing from the first stage to the second stage, the second stage image 22 (green) is displayed; and when progressing from the second stage to the third stage, the third stage image 23 (red) is displayed. In this embodiment, each stage image 20 is displayed in conjunction with a decorative pattern 80 that is shown when the variation of a group of decorative patterns 80g stops or is pseudo-stopped. Therefore, each stage image 20 functions to represent the "color" of the associated decorative pattern 80. The decorative pattern 80 itself may temporarily change to the color corresponding to each stage image 20.

[0066] In this embodiment, during fluctuations in which a progression animation occurs, the symbols are shown in the order of left decorative symbol 80L → right decorative symbol 80R → middle decorative symbol 80C (this order can be changed as appropriate). Therefore, when the progression trigger is reached for the first time, one left decorative symbol 80L is shown stopped or pseudo-stopped; when the progression trigger is reached for the second time, both the left decorative symbol 80L and the right decorative symbol 80R are shown stopped; and when the progression trigger is reached for the third time, all three symbols—left decorative symbol 80L, right decorative symbol 80R, and middle decorative symbol 80C—are shown stopped or pseudo-stopped. Each stage image 20 is displayed to accompany all the symbols that are stopped or pseudo-stopped when the progression trigger is reached for each stage. In other words, when the first trigger for progression is reached, the stage image 20 is displayed on one of the left decorative symbols 80L; when the second trigger is reached, it is displayed on two of them, the left decorative symbol 80L and the right decorative symbol 80R; and when the third trigger is reached, it is displayed on three of them, the left decorative symbol 80L, the right decorative symbol 80R and the middle decorative symbol 80C (see Figures 15 to 17). In other words, the number of symbols to which the stage image 20 is displayed is one when the first trigger is reached, two when the second trigger is reached, three when the third trigger is reached, and so on, and this is a presentation style that links to the order of the triggers for progression.

[0067] The end of the reel spinning animation (the point at which the reel spinning stops) is the end of the reel spinning animation. In other words, when all three triggers for reel spinning have finished (the point at which the third trigger for reel spinning is reached), the end of the reel spinning animation is known. Hereafter, the stage at the end of the reel spinning animation may be referred to as the "final stage". In this embodiment, the reel spinning animation occurs during losing spins and not during winning spins. In other words, the reel spinning animation does not indicate the probability of a jackpot in the win / loss lottery result corresponding to the spin that includes the reel spinning animation, but rather indicates the probability of a jackpot in the win / loss lottery result corresponding to a spin that is executed after the spin that includes the reel spinning animation (hereinafter, this may be referred to as the target win / loss lottery result). The further the reel spinning animation progresses, the higher the probability that the target win / loss lottery result will be a jackpot, which is an event advantageous to the player. Thus, since the reel spinning animation occurs during losing spins, the combination of the left decorative symbol 80L, the right decorative symbol 80R, and the middle decorative symbol 80C shown when the three triggers for reel spinning have finished will be a combination that indicates a loss.

[0068] The final stage of the progression sequence is determined internally in advance (without the player's knowledge) based on the results of the target win / loss lottery. If it is determined that the third stage is the final stage, the stages will progress in all of the first to third progression triggers, as shown in Figure 15. In the first progression trigger, when the left decorative symbol 80L is shown, the first stage image 21 (blue) is displayed along with the left decorative symbol 80L (see Figure 15(b)). In the second progression trigger, when the right decorative symbol 80R is shown, the second stage image 22 (green) is displayed along with both the left decorative symbol 80L and the right decorative symbol 80R (see Figure 15(c)). In other words, the left decorative symbol 80L changes from blue to green. In the third progression trigger, when the middle decorative symbol 80C is shown, the third stage image 23 (red) is displayed along with all three decorative symbols 80 (see Figure 15(d)). In other words, the left decorative pattern 80L and the right decorative pattern 80R will change from green to red.

[0069] If it is determined that the second stage is the final stage, the stage will progress in two of the first to third triggers. That is, one of the following patterns will occur: "stage progress in the first and second stages (no progress in the third stage)", "stage progress in the first and third stages (no progress in the second stage)", or "stage progress in the second and third stages (no progress in the first stage)". For example, the progression animation for "stage progress in the first and second stages (no progress in the third stage)" is shown in Figure 16. In the first trigger where the left decorative symbol 80L is shown, the first stage image 21 (blue) is displayed along with the left decorative symbol 80L (see Figure 16(b)). In the second trigger where the right decorative symbol 80R is shown, the second stage image 22 (green) is displayed along with the left decorative symbol 80L and the right decorative symbol 80R (see Figure 16(c)). In other words, the left decorative symbol 80L changes from blue to green. In the third progression trigger, when the central decorative symbol 80C is shown, the second stage image 22 (green) is displayed along with all three decorative symbols 80 (see Figure 16(d)). In other words, the accompanying second stage image 22 (green) is maintained for the left decorative symbol 80L and the right decorative symbol 80R, which have already been shown before the third progression trigger, and the same second stage image 22 (green) is also displayed for the newly shown central decorative symbol 80C.

[0070] If it is determined that the first stage is the final stage, the stage will progress at one of the first to third triggers. That is, it will follow one of the following patterns: "stage progress on the first trigger (no progress on the second and third triggers)", "stage progress on the second trigger (no progress on the first and third triggers)", or "stage progress on the third trigger (no progress on the first and second triggers)". For example, the progression animation for "stage progress on the second trigger (no progress on the first and third triggers)" is shown in Figure 17. At the first trigger where the left decorative symbol 80L is shown, only the left decorative symbol 80L is shown as is (none of the stage images 20 are displayed) (see Figure 17(b)). At the second trigger where the right decorative symbol 80R is shown, the first stage image 21 (blue) is displayed along with the left decorative symbol 80L and the right decorative symbol 80R (see Figure 17(c)). In other words, for the left decorative symbol 80L, the change from no stage image to blue occurs. In the third progression trigger, when the central decorative symbol 80C is shown, the first stage image 21 (blue) is displayed along with all three decorative symbols 80 (see Figure 17(d)). In other words, the accompanying first stage image 21 (blue) is maintained for the left decorative symbol 80L and the right decorative symbol 80R, which have already been shown before the third progression trigger, and the same first stage image 21 (blue) is also displayed for the newly shown central decorative symbol 80C.

[0071] As explained above, in the progression sequence, when two or more decorative symbols 80 are displayed, the type (color) of the stage image 20 associated with one decorative symbol 80 will not differ from that of another decorative symbol 80. As the sequence progresses, the stage image 20 associated with all two or more decorative symbols 80 will change (a change in color will occur). Therefore, regardless of the sequence leading up to the conclusion of the progression sequence, the type (color) of the stage image 20 associated with the three decorative symbols 80 that constitute the losing combination will represent the final stage.

[0072] 3-4) The conclusion of the progression sequence and its reflection in the reserved symbols After the progression sequence ends, a post-event sequence occurs that corresponds to the final stage of the progression sequence. In this embodiment, the post-event sequence is a hold change sequence in which the appearance of the hold symbol 70 (hereinafter sometimes referred to as the target hold symbol) corresponding to the target win / loss lottery result changes. In other words, the outcome of the progression sequence is reflected in the appearance of the target hold symbol. This change in the appearance of the target hold symbol indicates that the probability of a jackpot in the target win / loss lottery result has increased.

[0073] The appearance of the target reserved symbol after the change corresponds to the final stage of the progression sequence. In this embodiment, the color of the stage image 20 corresponds to the color of the target reserved symbol after the change. That is, if the final stage is the first stage (first stage image 21 (blue)) (see Figure 17(d)), the target reserved symbol changes to the first special appearance 71s (blue) (see Figure 17(e)). If the final stage is the second stage (second stage image 22 (green)) (see Figure 16(d)), the target reserved symbol changes to the second special appearance 72s (green) (see Figure 16(e)). If the final stage is the third stage (third stage image 23 (red)) (see Figure 15(d)), the target reserved symbol changes to the third special appearance 73s (red) (see Figure 15(e)). The reliability increases in the order of the first special mode 71s, the second special mode 72s, and the third special mode 73s, meaning that the further the stages of the presentation progress, the more optimistic one can be about the outcome of the target selection lottery.

[0074] In this embodiment, the end of the progression animation means that the spin including the progression animation has ended (a loss is announced), so the target reserved symbol will be one of the reserved symbols 72 before the spin (the reserved symbol 72 before the spin in which the progression animation is performed). In this embodiment, the reserved symbol 72 before the spin in which the progression animation is performed is the one that corresponds to the spin (the reserved symbol 72 before the spin that is consumed earliest) (see Figures 15 to 17). In this way, the progression animation indicates the win / loss lottery result corresponding to the spin that starts immediately after the progression animation ends (see Figures 15(f), 16(f), and 17(f)).

[0075] Thus, in this embodiment, the progression sequence may advance each time a decorative symbol 80 constituting a symbol combination corresponding to the win / loss lottery result is revealed. The extent to which the sequence progresses indicates the probability of an event favorable to the player occurring (in this embodiment, the reliability of a jackpot in the target win / loss lottery result). In other words, it is a novel and interesting sequence that, along with the event of revealing the symbols constituting the symbol combination, may trigger a step-up sequence.

[0076] One known method of suggesting a winning combination through such symbol combinations is to have all decorative symbols 80 that make up the combination be the same color, and the reliability is suggested by that color (so-called same-color chance symbol suggestion). However, this configuration has the problem that the color of the first symbol that stops or pseudo-stops determines the color of the chance symbol if it is formed (determining the reliability if the chance symbol is formed). In this embodiment, since the element (color) that suggests reliability can progress until the last decorative symbol 80 is revealed, it is possible to create a presentation that keeps the viewer glued to the machine until the last decorative symbol 80 is shown.

[0077] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of presentation and direction. Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples.

[0078] 〇Specific Example 2-1 In the above embodiment, it was explained that only one stage of progression is possible per progression trigger. However, it is also possible for two or more stages of progression to occur per progression trigger (see Figure 18 (Figure 18 shows an example where two stages of progression occurred (blue → red) in the third progression trigger (Figure 18(d)))). By doing so, it is possible to create a presentation format in which there is a high expectation that the final stage will be highly reliable, right up to the last progression trigger.

[0079] However, as in the embodiment described above, the number of progression triggers (3) equals the number of stages (3 stages), and by configuring it so that only one stage can be advanced per progression trigger, it is possible to create an easy-to-understand presentation where the game reaches the highest stage (third stage) if all stages are advanced at every progression trigger (if no progression triggers are missed).

[0080] Specific Example 2-2 In the progression sequence, the trigger for progression occurs when a certain type of decorative symbol 80 that constitutes a combination of symbols is shown (stopped or pseudo-stopped). Depending on the type of decorative symbol 80, the probability of progression occurring at that trigger will differ. For example, each type of decorative symbol 80 includes a number indicating its type, and the probability of progression occurring at a trigger for an odd-numbered decorative symbol 80 is set to be higher than at a trigger for an even-numbered decorative symbol 80 (see Figure 19(a)).

[0081] A decorative pattern 80 that determines the progression of the stage may be provided. For example, the progression of the stage is determined when the decorative pattern 80 of "7" is shown (the progression of the stage is not necessarily determined when any other decorative pattern 80 is shown).

[0082] Just before the decorative symbols 80 (decorative symbol group 80g) stop or pseudo-stop, the fluctuation speed decreases, allowing the player to understand which type of decorative symbol 80 is likely to be selected. As in this example, it is preferable for the player to see a decorative symbol 80 that has a high probability of progressing through the stages, thus creating a gameplay experience in which the player will pay attention to the type of decorative symbol 80 that is likely to be selected (likely to stop or pseudo-stop).

[0083] Specific Examples 2-3 In the case of the setting described in Specific Example 2-1 above, when a progression trigger occurs and the stages progress, the expected number of stages progress will differ depending on the type of decorative symbol 80 shown at that trigger. For example, the probability of progressing two or more stages when an odd-numbered decorative symbol 80 is shown is higher than the probability of progressing two or more stages when an even-numbered decorative symbol 80 is shown (see Figure 19(b)).

[0084] There may be decorative symbols 80 that guarantee two or more stages of progression. For example, when the decorative symbol 80 of "7" is shown, two or more stages of progression are guaranteed (however, in the case of any other decorative symbol 80, two or more stages of progression are not necessarily guaranteed).

[0085] Just before the decorative symbols 80 (group of decorative symbols 80g) stop or pseudo-stop, the fluctuation speed decreases, allowing the player to understand which type of decorative symbol 80 is likely to be selected. As in this example, it is preferable for the player to see decorative symbols 80 that have a higher probability of progressing through more stages, thus creating a gameplay experience where the player will pay attention to the type of decorative symbol 80 that is likely to be selected (likely to stop or pseudo-stop).

[0086] Specific Example 2-4 When a certain decorative symbol 80 stops or is pseudo-stopped, the type of stage image 20 displayed as the stages progress will be maintained until the end of the progression sequence. For example, a progression sequence that progresses to the third stage will have the following configuration: At the first progression trigger when the left decorative symbol 80L is shown, the first stage image 21 (blue) is displayed in conjunction with the left decorative symbol 80L (see Figure 20(b)). At the second progression trigger when the right decorative symbol 80R is shown, the second stage image 22 (green) is displayed in conjunction with the right decorative symbol 80R, but the fact that the first stage image 21 (blue) is associated with the left decorative symbol 80L is maintained (see Figure 20(c)). In the third trigger for the display of the central decorative symbol 80C, the third stage image 23 (red) is displayed along with the central decorative symbol 80C, but the first stage image 21 (blue) is maintained with the left decorative symbol 80L, and the second stage image 22 (green) is maintained with the right decorative symbol 80R (see Figure 20(d)).

[0087] As shown in this example, even as the progression sequence progresses, it is possible to determine which stage the sequence has progressed to based on the trigger for each decorative symbol 80 that was shown. In the example above, even when the middle decorative symbol 80C is shown (the state in Figure 20(d)), the first stage image 21 shows that the sequence progressed to the first stage when the left decorative symbol 80L was shown (the first trigger for progression), and the second stage image 22 shows that the sequence progressed to the second stage when the right decorative symbol 80R was shown (the second trigger for progression). Furthermore, the third stage image 23, which is associated with the last decorative symbol 80 shown (the middle decorative symbol 80C), allows us to understand that the sequence has progressed to the third stage (the final stage).

[0088] However, as in the embodiment described above, when the stages progress, the appearance of the stage image 20 changes (steps up) for all of the decorative patterns 80 shown at that point, which has the advantage of making the current degree of progress clear.

[0089] 〇Specific Example 2-5 In the above embodiment, one progression sequence ends when the three decorative symbols 80 that constitute a losing combination are displayed (at the point of stopping the spin). Alternatively, one progression sequence may be configured to end when the three decorative symbols 80 are in a state of pseudo-stop. In other words, the progression sequence may end during the spinning sequence in which the three decorative symbols 80 are pseudo-stopped, and then the three decorative symbols 80 may start spinning again.

[0090] In this example, a configuration can be established in which a reserve symbol change animation occurs in which the appearance of the reserve symbol 71 changes according to the progress (final stage) of the progression animation. Since the spin does not end when the progression animation ends, the outcome of the progression animation can be reflected in the appearance of the reserve symbol 71 during the spin.

[0091] 〇Specific Example 2-6 The progression sequence may be made to span two or more fluctuations. For example, the sequence may progress to the second stage in the previous fluctuation (see Figures 21(a) to (d)), and this progress to the second stage may be carried over to the next fluctuation, where it progresses to the third stage (see Figures 21(e) to (h)).

[0092] In cases like this example, it is advisable to ensure that the stage reached in the previous variation is maintained at the beginning of the next variation. For example, if the previous variation progressed to the second stage as in the example above, at the beginning of the previous variation (when none of the decorative symbols 80 are stopped or pseudo-stopped), the second progression image 22, which is green, is displayed, and all decorative symbols 80 (decorative symbol group 80g) are in a state of variation (see Figure 21(e)).

[0093] By using this example, the game's progression animation becomes a format that players expect to continue in the next spin. Additionally, the number of times the decorative symbol 80 stops or pseudo-stops increases (six times in total for two spins), thus increasing the opportunities for the progression animation to continue.

[0094] 4) Specific Mode 4-1) Performance Mode The concept of "performance mode" (also referred to as "stage," etc.) is used as an element that governs the content of the performance during reel spins (the concept of "(performance) mode" itself is publicly known). The content of the performance during reel spins is determined based on the currently set performance mode. The normal mode and specific mode described below are performance modes that can be set in normal gameplay, but they may also be performance modes that can be set in special gameplay.

[0095] 4-2) Normal mode and specific mode In this embodiment, the performance modes include a normal mode (first mode) (see Figures 22(a) and 22(b)) and a specific mode (second mode) (see Figures 22(c) and 22(d)). Other modes may also be provided. The normal mode is the performance mode under normal conditions. The probability of a performance occurring during a spin in normal mode is higher than the probability of a performance occurring during a spin in specific mode. The aforementioned "target announcement performance and corresponding performance" and "progress performance" may occur during a spin when normal mode is set, but will not occur when specific mode is set.

[0096] The difference between Normal Mode and Specific Mode lies in the number of decorative symbols (80 types) used to announce the win / loss result. Normal Mode is a presentation mode in which the win / loss result is indicated by a combination of symbols selected from N types of decorative symbols (80 types). Specific Mode is a presentation mode in which the win / loss result is indicated by a combination of symbols selected from M types (where N > M) of decorative symbols (80 types).

[0097] In this embodiment, the normal mode is a performance mode in which seven types of decorative symbols 80, each containing one of the numbers "1" to "7", are displayed (N=7) (see Figure 22(a)). Specifically, each of the three decorative symbol groups 80g contains the seven types of decorative symbols 80, and the winning or losing result is indicated by the symbol combination selected from each of the three decorative symbol groups 80g. On the other hand, the special mode is a performance mode in which three types of decorative symbols 80, each containing one of the numbers "1" to "3", are displayed (M=3) (see Figure 22(d)). Specifically, each of the three decorative symbol groups 80g contains the three types of decorative symbols 80, and the winning or losing result is indicated by the symbol combination selected from each of the three decorative symbol groups 80g.

[0098] The numbers contained in each decorative symbol 80 are identification elements for determining the type of symbol (if the numbers are the same, they are the same type of symbol; if they are different, they are different types of symbols). Each of the M-type decorative symbols 80 displayed in a specific mode (each of the "1" to "3" decorative symbols 80) contains the same identification element as any of the N-type decorative symbols 80 displayed in normal mode. In other words, all M-type decorative symbols 80 displayed in a specific mode are also expected to be displayed in normal mode.

[0099] In particular, in this embodiment, the multiple decorative patterns 80 include numbers as identification elements, and in both normal mode and specific mode, these numbers are arranged sequentially from the smallest value ("1" in this embodiment) (increasing by 1 each time). Therefore, the maximum value of these numbers will differ between normal mode, which has a relatively large number of patterns, and specific mode, which has a relatively small number of patterns. Thus, specific mode has the advantage of being easier to understand (easier to notice that it is specific mode) as a performance mode in which fewer types of decorative patterns 80 are displayed than in normal mode.

[0100] In this embodiment, the background image 30 displayed as the background of the decorative pattern 80 is also different for the normal mode and the specific mode (in drawings other than those explaining the performance mode, the background image 30 is not shown). In the normal mode, the normal background image 30n (see Figures 22(a) and 22(b)) is displayed, and in the specific mode, the specific background image 30s (see Figures 22(c) and 22(d)) is displayed. The specific forms of the normal background image 30n and the specific background image 30s can be anything as long as the player can recognize that they are different background images 30. In this embodiment, the normal background image 30n represents "daytime," and the specific background image 30s represents "nighttime."

[0101] 4-3) Chance-up through specific modes The probability of winning the lottery (reliability of winning the lottery) is higher when a special mode's reel spinning animation is performed than when a normal mode's reel spinning animation is performed. In other words, transitioning to a special mode is considered a chance-up. In this embodiment, the spin immediately preceding the spin that is considered a chance-up is in normal mode, and the transition to a special mode occurs at the end of that spin (triggered by the start of the next spin). In other words, the occurrence of a transition from normal mode to a special mode is considered a chance-up (in Figure 22, the reserved symbols 70 corresponding to the win / loss lottery result that is the target of the chance-up are indicated with a "C").

[0102] Here, at the start of a spin that transitions to a specific mode, a predetermined combination of decorative symbols 80 (hereinafter referred to as the standby combination) is displayed. Generally, the combination of decorative symbols 80 that indicated a loss in the previous spin remains displayed at the start of the next spin, and the spin usually starts with that combination. However, as mentioned above, the specific mode is a performance mode with a small number of types of decorative symbols 80 that are displayed, so the combination of symbols that indicated a loss in the previous spin performed in normal mode (see Figure 22(b)) may include a symbol that is not displayed in the specific mode (in this embodiment, any of the decorative symbols 80 from "4" to "7"). Therefore, when transitioning from normal mode to the specific mode, the display changes to a predetermined standby combination at the start of the spin that becomes the specific mode. The standby combination is a combination of decorative symbols 80 of the types that can be displayed in the specific mode. That is, a combination using decorative symbols 80 from "1" to "3". In this embodiment, the combination arranged in the order "1, 2, 3" from left to right is designated as the standby combination (see Figure 22(c)). To prevent players from mistakenly believing the result of the draw to be a jackpot, the standby combination is not a set of three identical decorative symbols 80.

[0103] Thus, in this embodiment, when the performance mode transitions to a specific mode, there is an expectation of winning a jackpot. In this specific mode, the number of types of decorative symbols 80 displayed is smaller than in the normal mode, making it appear easier to construct winning combinations (three identical decorative symbols 80). In other words, the specific mode clearly demonstrates that the number of types of decorative symbols 80 displayed makes it easier to expect to win a jackpot.

[0104] The following describes specific examples of improvements, concretizations, and modifications to the matters concerning the above-mentioned specific modes. Furthermore, whenever possible, configurations may be created by combining multiple technologies described using the following examples.

[0105] 〇Specific Example 3-1 The system is configured to allow for pre-announcement effects using specific modes. Since pre-announcement effects themselves are publicly known, a brief explanation will be given. A pre-announcement effect suggests that the probability of a certain win / loss result (target win / loss result) becoming a jackpot has increased (the probability of it becoming a jackpot is higher than when a pre-announcement effect does not occur), using one or more in-spin effects (previous in-spin effects) that are executed before the in-spin effect (target in-spin effect) corresponding to the target win / loss result. Note that the win / loss result corresponding to the previous in-spin effect will be a loss. Furthermore, the more previous in-spin effects there are, the higher the probability of the target win / loss result becoming a jackpot.

[0106] As a type of pre-announcement effect, an effect that designates a specific mode may occur from one or more preceding spins up to the target spin. In other words, from the spin in which the pre-announcement begins up to the spin targeted by the pre-announcement (see Figures 23(b) to (g)), the number of types of decorative symbols 80 displayed will remain small (M types). In this way, if two or more spins occur in which the number of types of decorative symbols 80 is smaller than normal (normal mode), a gameplay feature is achieved in which there is an expectation of a big win.

[0107] The system may be configured such that even if a transition to a specific mode occurs, the pre-announcement animation may end without the target spin being executed. For example, regardless of the result of the target win / loss lottery (whether it is a win or a loss), a reach is guaranteed during the target spin. The system may be configured such that the specific mode ends (the system transitions to normal mode) without any spins occurring that result in such a reach. In such a configuration, the player will hope that the specific mode continues into the next spin, that is, that the state of having fewer types of decorative symbols (80) is maintained in the next spin.

[0108] Specific Example 3-2 Each of the M-type decorative patterns 80 displayed in a specific mode is configured not to contain the same identification elements as any of the N-type decorative patterns 80 displayed in a normal mode. For example, in a normal mode, decorative patterns 80 containing the numbers "1" to "7" as identification elements (7 types of decorative patterns 80) are displayed as in the above embodiment (see Figure 24(a)), while in a specific mode, decorative patterns 80 containing the letters "X" to "Z" as identification elements (3 types of decorative patterns 80) are displayed (see Figure 24(b)).

[0109] As shown in this example, when a transition to a specific mode occurs, a decorative symbol 80 different from any of the decorative symbols 80 displayed in normal mode will be shown, making the transition to a specific mode easily recognizable.

[0110] Specific Example 3-3 Some of the M-type decorative patterns 80 displayed in a specific mode include the same identification elements as any of the N-type decorative patterns 80 displayed in a normal mode, while other parts of the M-type decorative patterns 80 displayed in a specific mode include identification elements that are different from any of the N-type decorative patterns 80 displayed in a normal mode. For example, in a normal mode, decorative patterns 80 containing the numbers "1" to "7" as identification elements (7 types of decorative patterns 80) are displayed as in the above embodiment (see Figure 25(a)), while in a specific mode, decorative patterns 80 containing the letters "X" to "Z" and decorative patterns 80 containing the number "7" as identification elements (4 types of decorative patterns 80) are displayed (see Figure 25(b)). In other words, the "7" decorative pattern 80 is a "common decorative pattern" that is displayed in both normal mode and specific mode, while the other "X" to "Z" decorative patterns 80 are "exclusive decorative patterns" for a specific mode that are not displayed in normal mode.

[0111] As in this example, the display of a "dedicated decorative symbol" indicates a transition to a specific mode, while a "common decorative symbol" that is displayed in both normal and specific modes allows for gameplay that leverages the characteristics of that "common decorative symbol" in both modes. For example, if a jackpot is announced by a winning combination of the "7" decorative symbol 80, it is confirmed to be a special jackpot (there is no possibility of it being a normal jackpot). By making the "7" decorative symbol 80 displayed in both normal and specific modes, there is an advantage in that, regardless of the set performance mode, it is possible to announce that a special jackpot has been confirmed by displaying a winning combination of the "7" decorative symbol 80. Also, for example, if a reach is achieved with the "7" decorative symbol 80, the probability of a jackpot is set to be higher than when a reach is achieved with other decorative symbols 80 (the achievement of a reach with the "7" decorative symbol 80 is set to be a chance-up). If the decorative "7" symbol 80 is displayed in both normal mode and specific mode, it has the advantage that a chance-up effect triggered by the formation of a "7" decorative symbol 80 can be executed regardless of the set performance mode.

[0112] Specific Examples 3-4 In a specific mode, after a winning combination consisting of any of the M-type decorative symbols 80 is displayed, it may change to a winning combination consisting of a decorative symbol 80 that is not any of the M-type decorative symbols 80. For example, as in the embodiment described above, in a specific mode, the decorative symbols 80 "1" to "3" are displayed (see Figure 26(a)). If the result of the draw is a jackpot, the winning combination is made up of any of these. For example, three "3" decorative symbols 80 are made up. After the winning combination of the "3" decorative symbols 80 is displayed (see Figure 26(b)), it may change to a winning combination consisting of, for example, the "7" decorative symbol 80 (a decorative symbol 80 that is not any of the M-type decorative symbols 80) (see Figure 26(c)). The winning combination of the "3" decorative symbols 80 is made up of a pseudo-stop state, and after changing to a winning combination of the "7" decorative symbol 80, the fluctuations stop completely.

[0113] In a specific mode, the decorative symbols 80 of type M are considered to be only until the result of the win / loss lottery is determined. That is, if a winning combination of any of the decorative symbols 80 of type M is displayed (or the reels stop pseudo-with a winning combination), the result of the win / loss lottery is confirmed to be a jackpot (even though the reel spinning has not completely ended). Therefore, the type of decorative symbols 80 that make up the winning combination may change to a type that is not any of the decorative symbols 80 of type M (so-called upgrade effects may occur).

[0114] Specific Examples 3-5 A smaller symbol than the decorative symbol 80 (hereinafter referred to as the small symbol 85) will be displayed. The small symbol 85 will be displayed, for example, near the outer edge of the display area 911 in a small, inconspicuous manner (see Figure 27(a)). The display of such a small symbol 85 will indicate that the symbols are changing even if the decorative symbol 80 is temporarily hidden (for example, if the decorative symbol 80 is hidden to make the effects being performed easier to see). However, the player can play the game without being aware of such a small symbol 85 (by looking at the decorative symbol 80).

[0115] The configuration may be such that the appearance of the small symbol 85 is the same regardless of whether normal mode or specific mode is set, that is, the appearance of the small symbol 85 does not depend on the performance mode (mode-independent configuration), or the configuration may be such that the appearance of the small symbol 85 is different when normal mode is set and when specific mode is set, that is, the appearance of the small symbol 85 changes depending on the performance mode (mode-dependent configuration).

[0116] If the design is "mode-independent," it is conceivable that the same types of small symbols 85 as the decorative symbols 80 in normal mode will be displayed in both normal mode and specific mode (see Figure 27(b)). That is, seven types of small symbols 85, each containing one of the numbers from "1" to "7," will be displayed.

[0117] If we adopt a "mode-dependent format," we can consider making the types of small symbols 85 displayed in each performance mode the same as the decorative symbols 80. That is, in normal mode, seven types of small symbols 85 containing any of the numbers "1" to "7" are displayed, and in specific modes, three types of small symbols 85 containing any of the numbers "1" to "3" are displayed (see Figure 27(c)). In this way, when transitioning from normal mode to specific mode, not only does the number of decorative symbols 80 decrease, but the number of small symbols 85 also decreases, resulting in a performance format.

[0118] Specific Examples 3-6 Unlike the above embodiment, the background image 30 is the same in both the normal mode and the specific mode. In other words, there is no change in the background image 30 (background change) when transitioning from the normal mode to the specific mode (the same background image 30 is displayed in both the normal mode and the specific mode from the player's perspective) (see Figure 28).

[0119] As in the embodiment described above, if the background image 30 changes (from the normal background image 30n to the specific background image 30s) when transitioning from the normal mode to the specific mode (see Figure 22), the transition to the specific mode is less likely to be overlooked by the player. On the other hand, as in this example, if the background image 30 does not change (background change) when transitioning from the normal mode to the specific mode (see Figure 28), the player is highly likely to feel that nothing has changed because the background image 30 does not change. In other words, the number of players who notice the decrease in the number of decorative symbols 80 can be reduced (a gameplay experience is achieved in which only a limited number of players notice that they have transitioned to the specific mode).

[0120] 5) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0121] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0122] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of a so-called "Type 2 game machine" in which a big win is obtained by getting the game ball into a special area (V area) that is opened when a small win is won, a detailed explanation will be omitted. However, if, for example, a small win is won (except in the case of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the setting is such that it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the winning of a big win as described in the above embodiment includes winning a small win ("big win" can be read as "small win").

[0123] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0124] ·Means 1-1 A gaming machine characterized in that it is possible to execute the following as part of the performance during the variation of multiple decorative patterns from the time they start to change until they stop in a manner corresponding to the result of the win / loss lottery: a target announcement performance that foreshadows the occurrence of a target event in the variation performance before the target event occurs, and a corresponding performance that is suggested to occur before the target event occurs and is executed in accordance with the timing of the occurrence of the target event. According to the above-mentioned gaming machine, when the occurrence of a target event is foreshadowed by a target pre-announcement effect, the target event will occur, and in addition, a corresponding effect will be triggered in accordance with the timing of the target event's occurrence, resulting in an engaging gaming experience.

[0125] ·Means 1-2 The gaming machine according to means 1-1, characterized in that, prior to the occurrence of the aforementioned target event, a suggestion animation is performed that indicates multiple candidate animations that may occur as the corresponding animation, and one of the multiple candidate animations occurs as the corresponding animation. By doing this, if suggestive animations are executed that indicate multiple possible candidate animations that may occur as corresponding animations, a gameplay experience can be achieved where players can enjoy predicting in advance which of the multiple candidate animations will occur when the target event occurs.

[0126] ·Means 1-3 The suggestive presentation is characterized in that candidate images representing each of the multiple types of candidate presentations are displayed in such a way that they shift over time, and the candidate presentation corresponding to the candidate image located at a predetermined position at the timing of the occurrence of the target event occurs as the corresponding presentation, as described in means 1-2 of the gaming machine. In this way, the candidate animation corresponding to the candidate image located in a predetermined position at the time the target event occurs will be executed as the corresponding animation. This creates a gameplay experience where players can enjoy predicting which candidate animation will be executed as the corresponding animation while anticipating the timing of the target event.

[0127] ·Means 1-4 The gaming machine according to any one of means 1-1 to 1-3, characterized in that the aforementioned target announcement shows a prior event that occurs before the target event occurs, together with the target event. By showing the prior events that occur before the target event, it becomes easier to predict when the target event will occur.

[0128] ·Means 1-5 The gaming machine according to any one of means 1-1 to 1-3, characterized in that the aforementioned target announcement shows a subsequent event that occurs after the aforementioned target event has occurred, together with the target event. In this way, by showing the subsequent events that occur after the target event has taken place, the target announcement sequence functions as a sequence that also foreshadows the developments that will unfold after the target event has occurred.

[0129] ·Means 2-1 A gaming machine comprising: a win / loss lottery means that performs a win / loss lottery based on win / loss lottery information acquired when a game ball enters a starting area; a notification means that displays a plurality of decorative symbol groups, each containing multiple types of decorative symbols, in a variable manner, and then notifies the win / loss lottery result by a symbol combination which is a combination of the decorative symbols selected from each of the plurality of decorative symbol groups; and an effect execution means that performs a progression effect which is divided into multiple stages, and the probability of an event favorable to the player occurring increases as the stage progresses, wherein the progression effect is an effect in which the stage may progress each time a decorative symbol selected from one of the plurality of decorative symbol groups is shown. The above-mentioned gaming machine can perform an innovative and interesting presentation (progression presentation) in which the display of decorative symbols that make up the combination of symbols can trigger the progression of stages.

[0130] ·Means 2-2 The game machine according to means 2-1, wherein the progression sequence is finalized when the combination of symbols that indicates a certain win / loss lottery result is determined, and after the progression sequence, a reserve symbol change sequence occurs in which the reserve symbol indicating the existence of win / loss lottery information corresponding to a win / loss lottery result that is announced later than the certain win / loss lottery result changes to a form corresponding to the final stage. In this way, the progress of the animation is reflected in the appearance of the held symbols, which in turn suggests the level of reliability.

[0131] ·Means 2-3 The gaming machine according to means 2-1 or means 2-2, characterized in that the probability of the progression of the performance stage progressing as a result of the display of a decorative pattern differs depending on the type of decorative pattern selected and displayed from one of the group of decorative patterns. This approach ensures that the probability of each stage progressing differs depending on the type of decorative pattern, thus creating a presentation style that will draw the player's attention to the different types of decorative patterns.

[0132] ·Means 3-1 A gaming machine in which, after multiple types of decorative patterns begin to change, a variation performance is performed until the pattern changes stop with a pattern combination corresponding to the result of a win or loss lottery, characterized in that the variation performance is provided in two modes: a first mode in which the pattern combination is selected from among N types of the decorative patterns, and a second mode in which the probability of the win or loss lottery result being a win is higher than in the first mode, and the pattern combination is selected from among M types of the decorative patterns. However, assume that N > M. According to the above-mentioned gaming machine, an interesting gameplay experience is achieved where the reduction in the number of decorative symbols suggests an increase in reliability.

[0133] ·Means 3-2 The gaming machine according to means 3-1, characterized in that it is possible to perform a pre-reading animation that suggests an increased probability of the target win / loss lottery result being a win, using one or more of the aforementioned in-play animations, which are the target in-play animations, before the target in-play animation, which is the in-play animation corresponding to the target win / loss lottery result, is initiated, and as a type of pre-reading animation, an animation that is the second mode occurs from one or more of the aforementioned in-play animations to the target in-play animation. By doing this, it becomes possible to execute an interesting pre-announcement effect where the reduction in the number of decorative patterns marks the start of the pre-announcement.

[0134] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that the decorative pattern includes an identification element for determining its type, and any of the M types of decorative patterns displayed in the second mode include the same identification element as any of the N types of decorative patterns displayed in the first mode. In this way, certain decorative patterns will be displayed in both the first and second modes, thus enabling a gameplay experience where the characteristics of those decorative patterns are expressed in both the first and second modes.

[0135] ·Means 3-4 The gaming machine according to means 3-1 or means 3-2, characterized in that the decorative pattern includes an identification element for determining its type, and each of the M types of decorative patterns displayed in the second mode does not include the same identification element as any of the N types of decorative patterns displayed in the first mode. This approach makes it easier to understand when the game has transitioned to the second mode.

[0136] 1. Gaming machine 10 Preview Images 15 candidate images (151-153 First candidate image to third candidate image) 20-step images (21-23: First stage image - Third stage image) 70 Reserved symbols (71 Reserved symbols during reel spin, 72 Reserved symbols before reel spin) 70n Normal behavior 70s special mode (71s~74s first special mode ~ fourth special mode) 80 Decorative patterns 904 Starting Region (904a First Starting Region 904b Second Starting Region) 91 Display device 911 Display area

Claims

[Claim 1] A means for performing a win / loss lottery based on win / loss lottery information acquired when a game ball enters the starting area, A notification means that displays a first group of decorative patterns, a second group of decorative patterns, and a third group of decorative patterns, each containing multiple types of decorative patterns, and then notifies the result of the draw based on a pattern combination which is a combination of the decorative patterns selected from each of the first group of decorative patterns, the second group of decorative patterns, and the third group of decorative patterns. An execution method for a performance that is divided into multiple stages, and which performs a progression performance in which the probability of events favorable to the player increases as the stage progresses, Equipped with, The aforementioned progression sequence is a sequence in which the sequence may progress in the following stages: a first timing when one of the first decorative symbols (hereinafter referred to as the first selected symbol) is selected and shown from the first group of decorative symbols; a second timing when one of the second decorative symbols (hereinafter referred to as the second selected symbol) is selected and shown from the second group of decorative symbols; and a third timing when one of the third decorative symbols (hereinafter referred to as the third selected symbol) is selected and shown. In the aforementioned progression presentation, a stage image representing the degree of progress in the stage is displayed. The aforementioned step images are At the aforementioned first timing, the first selected symbol is: At the second timing, the first selected symbol and the second selected symbol are: At the third timing, the first selected symbol, the second selected symbol, and the third selected symbol are: It is displayed in conjunction with, The notification means, when the result of the draw is a win, notifies that the result of the draw is a win by indicating that the combination of symbols is a winning combination in which the first selected symbol, the second selected symbol, and the third selected symbol are of the same type as the decorative symbols. When the aforementioned sequence is performed, at least two of the first selected symbols, the second selected symbols, and the third selected symbols are of different types from each other. A gaming machine characterized by the following features.